I wish there were more unique otome games...

If the old adage "money makes the world go round" holds true, then the success of the joseimuke hit Love and Deepspace suggests there's a substantial, largely untapped market for unique, high-quality, immersive otome games.

Despite being released less than a year ago, the game has consistently ranked among the top 10 earners in global gacha games, standing shoulder to shoulder with giants like HSR, Genshin Impact, and FGO. This is particularly impressive given that, unlike most gacha games, Love and Deepspace features only three (edit: now four!) main characters.

Why is that? Having played it myself, I can confidently say that its success lies in its distinctive visual and gameplay style. A strong and unique identity is often what sparks genuine interest in a game. While many otome games shy away from pushing boundaries, Love and Deepspace breaks new ground. In fact, numerous articles suggest it is the first-ever 3D, ARPG otome game.

As an avid otome fan, I thought to myself, 'Now that can't be true...'
But from my research, aside from a few eroge that allow the creation of male love interests, Love and Deepspace really appears to be the first fully 3D otome game. Why is that? How is that even possible? Why has it taken so long for a 3D otome game to emerge, given that 3D gal games have been around for years?


The otome game genre has traditionally relied on 2D visual novels with static character art and straightforward storytelling. This established format has proven successful and cost-effective within its niche, leading many developers and companies to shy away from innovation due to concerns about profitability.

Many companies are hesitant to invest in 3D otome games because they perceive the genre’s niche market as potentially unable to justify the higher costs and complexities associated with 3D development. The traditional 2D model is well-established and has a proven track record of generating revenue, making it a safer and more predictable investment. As a result, there has been a general reluctance to explore more ambitious formats that might require significant resources and carry greater risks.

This reluctance to innovate can be attributed to a broader trend within the industry where companies are cautious about deviating from established formulas. The fear of alienating existing fans or failing to recoup the higher development costs often leads to a preference for incremental improvements over bold experimentation. This cautious approach can stifle creativity and limit the genre’s potential for growth and evolution. Which is a shame since the most beloved otome games often have people exclaiming, "There's nothing else like it"—and that’s because they truly stand out.

Looking at the real-world example of romance novels, the genre’s consistent profitability underscores the potential for similar success in other mediums. Romance novels have long been a leading genre in literature, demonstrating that there is a broad and sustained interest in romance-driven content.

Ultimately, the success of Love and Deepspace, along with other notable otome games, indicates that there is room for innovation and growth within the genre. Whether through 2D or 3D, embracing new approaches and pushing the boundaries of traditional formats can lead to remarkable outcomes.


Note:

Mystic Messenger was a game-changer that led to a surge of similar text-based mobile otome games. Before its release, most otome games were usually on either PSVita or PC platforms. The success of Mystic Messenger quickly spurred a rise in mobile otome games, many of which incorporated some form of in-game texting feature—something that had actually been present in older visual novels for some time. It seems that the otome genre tends to innovate slowly, often only adopting new ideas after seeing success from others.

With Love and Deepspace achieving success as a 3D otome game, could this be the catalyst for more widespread innovation within the genre? I sure hope so.